(note: this is a few weeks old but I just re-arranged things into a new journal)
This is the first prototype/beta release of my Maze Rover puzzle game for iOS devices and Android.
By showing it to you guys and gals I'm hoping to get some feedback on the gameplay, potential themes, controls, scoring, bonuses, levels etc.
Please have a read of my notes, or just Jump To this Page to Play.
I am a terrible artist, so all the art currently in the game is dodgy crap I made until I can get some nice pretty stuff in there. So don't worry about things like colour scheme, fonts, menu layout etc.
Business Model:
The plan is to release this as a free app with maybe 20-30 levels in it (2-3 'level packs'). Then there will be additional level packs available for purchase for 99c with 10-20 levels each.
Game Play:
This is a puzzle/action game. The first goal is to reach the end of the maze. After that, the goal is to score as many points as possible. Points can be scored by completing the maze faster, or by not using bonuses collected during the game.
You get a few seconds at the start where you are hovering above the maze...
...then you fly into the maze...
...and navigate in a first person view.
Theme:
This is still a little undecided, but I'm leaning towards a space/planet theme. Hence the name, Maze Rover playing on the Mars rover. So you, the player, are a rover thing that has to reach your goal.... whatever. This works because it will be relatively simple to implement. I will need a single 3D model (the Rover) and the levels can be planet-scapes. I don't have a lot of money for art here and anything too complex will be too costly.

It would also allow me to have each 'level pack' be a planet. So you have 10 levels on Mars, 10 levels on Venus etc.
Levels:
The levels currently in the game are just some ideas that I've been playing around with.
Level design strongly relates to the bonuses. I need to introduce the bonuses in a natural way that makes the user immediately see the way to use them. Plus also introduce the idea of not using them to score more points.
Level 3 at the moment forces the user to use the reverse bonuse. Etc.
Bonuses:
The aim of bonuses is to help the player complete the maze, or to get more points from the maze. They can be picked up during the game, or given to the player at the start of the level.

Reverse: This just reverses the direction of the player. Useful obviously if the player takes a wrong turn, but also if there is another bonus down a dead-end. Score Value: 400
Map Peek: This shows a live view of the map for a few seconds. Long enough for the player to get their bearings and work out the next few moves. Score Value: 600
Path Seeker: This creates a little ball that shoots off and finds a path to the end of the maze. It leaves a trail kind of that you can follow for a bit. Score Value: 600
Auto Pilot: This takes control of your and shoots you off towards the exit very fast for a few seconds. Score Value:1000
Each bonus has a score value that you will get if you don't use it in the level. So this adds another element to the gameplay where you can try to save your bonuses.
Note: These are just the first few things I thought of. It is very easy to add a bunch more bonuses to the game, so if you have suggestions I'd love to hear them.